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Davin Valkri posted:Why can't Shadowrun ever be about nice people?
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# ¿ Aug 5, 2013 19:05 |
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# ¿ May 22, 2024 13:58 |
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Laphroaig posted:As a side question: how common are Astral wards in the world? I've got a mage in the party who just took Quickening and I want to be able to describe to him where he can and can't go without losing his karma investment in spells. Think of them as “special clearance" areas of astral security. For any area where even regular employees would be locked out because the stuff inside needs more security and privacy than letting every Tom, Dick and Harry waltz through, a ward is a reasonable thing to expect. The same goes for any kind of establishment that qualifies as “secure".
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# ¿ Aug 7, 2013 23:05 |
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Nyaa posted:I usually just cast Turn to Goo and pull the ware out. It losts its glory half-way through 1st ed. anyway. Back then, before they adressed it, it was pretty much an instakill
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# ¿ Aug 8, 2013 01:35 |
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Martello posted:Just keep playing 4th edition Pff! 3E Supremacy! Ok, maybe not for Matrix actions, and you had to skip over some of the more stupid splatbooks, but still…
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# ¿ Aug 8, 2013 23:12 |
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Martello posted:But in 4th Edition they already made it so the hacker (which is what hackers are called, deckers is a stupid word) needed to come with on a run. And everyone having commilinks with agents and poo poo was both realistic and cool and made for a lot of poo poo the hacker could do. Decker is a perfectly cromulent word for someone using a deck, and I still prefer 1st–3d ed where your ability to remote-operate semi-autonomous robot murdering machines were completely disconnected (and in fact inversely proportional) to your ability to destabilise software and subvert firmware. Also, magicking up your meat body was thoroughly and completely pointless for both of those brain-based activities.
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# ¿ Aug 13, 2013 17:06 |
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Poil posted:Drakes are dual natured, does this mean they are actually useful for something? Oh wait, wrong edition.
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# ¿ Aug 21, 2013 16:05 |
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Cabbit posted:Like I said, just because somebody had the gall to take a shellfish allergy doesn't mean you should forcibly cram shrimp down their throat every mission. The whole argument started with the contention that such disadvantages should never show up as an obstacle in the game because that's somehow mean to the players.
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# ¿ Aug 25, 2013 06:35 |
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Kai Tave posted:The argument came up because Cirno started asserting that having a Charisma of 1 meant someone was "incapable of having a conversation." Having weaknesses come up in play is fine, "you fail to have a conversation" is bullshit on par with "your Agility is 1 so roll to see if you trip and die while walking across the floor." He was exaggerating to make the point that, no, having minimum attribute scores are not something that should never come up, or even only rarely, but rather is something that is a daily problem to the character and which should define their lives in general. This as a counter argument to the implication that you could min-max without actually suffering on (or from) the min end of the equation. And yes, rules-wise, charisma 1 (and no skills) means you can never succeed at any kind of charisma-based challenge. You can still have a conversation, but unless it's under the right circumstances (time, preparation, guidance) any part of that conversation that entails convincing people, lying, fitting in with the crowd, or any similar non-trivial task will automatically fail. To what extent you consider that “incapable of conversing” is just a matter of how you define conversation.
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# ¿ Aug 25, 2013 08:55 |
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Kai Tave posted:So when he said "at Logic 1 you can't look up YouTube videos and might as well be functionally illiterate," neither of which are actually supported by any text I've been able to find anywhere in either the 4E or 5E books on the subject, I should have realized he was actually just being hyperbolic and not trying to make an actual point, okay. So yes, you should have realised that he was being hyperbolic and making an actual point. The two are not mutually exclusive. quote:So literally any time anybody in a game you run has a conversation you make them roll skill checks to see if they manage to successfully converse? quote:Seriously, the argument that Cirno has been making here, as far as I can tell, is …it's much like how someone with Strength 1 is probably well served by using a Rollator when bringing the groceries back from the store. quote:So either the GM is making his players roll to chat with the 7-11 clerk and order things off of Amazon.matrix or he isn't. If he is then frankly he's an rear end in a top hat. If he isn't then Cirno's insistence that someone with a 1 in a stat is fundamentally crippled is off-base. quote:My point, which nobody has really addressed so far, is why the guy with a 1 Charisma deserves the GM stinkeye while the guy with 2 Charisma is A-OK even if the actual capabilities of Mr. 2 Charisma are, for all practical purposes, not that much better than the guy with 1. Oh, and just for fun, let's see what the SR4 rule book has to say on skill ratings. Someone with rating 0 is untrained — somethings can be done anyway because you can always default… except that we're talking about people who can't default. In other words, they are worse at these things that people with no formal training at all. The rule book kindly provides examples of this kind of below-zero level of competence. Athletics → couch potato. Firearms → never seen a gun. Technical skill → born before the computer age. Social skill → hermit. Academic knowledge skill → mentally damaged. Street knowledge skill → lives alone in a cave. quote:But put a 2 in a stat you plan on never using and nobody starts making bullshit hyperbolic arguments about how that guy's ready to fail at basic life skills quote:Someone with a 2 in a stat and no associated skills is essentially saying "I probably don't give a poo poo about skill checks here, whatever" just as much as the guy with a 1. So beyond the marginal chance of paper-thin success, what did the 2 Charisma street sam really get for spending those BP/attribute points beyond the Professor Cirno Seal of Approval? Because it seems kind of weird to me that people are treating the dude with a 1 as though that needs to be an active drawback, one that someone's entire character centers around, while the guy with 2 gets a shoulder shrug even though the level at which he's "more functional" is marginal. quick edit: Cabbit posted:It is the 50% progress mark to the bottom, but what the bottom actually represents is not explicitly expanded upon. Tippis fucked around with this message at 11:01 on Aug 25, 2013 |
# ¿ Aug 25, 2013 10:54 |
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Bigass Moth posted:If you want to be an actual mentally handicapped person there are Negative qualities in Incompetent, Uneducated and Uncouth to help you get there. 1 Logic is not retarded, it just means maybe you aren't the sharpest knife in the drawer. Yes, you fail a bunch of skill checks for skills you likely don't have and will never use (oh no, Troll meathead can't remember anything from highschool Chemistry, how ever will the group succeed?) quote:Again, nobody questions the Elf Mage with 1 Strength, or the Troll bruiser with 1 Charisma. Suddenly 1 Logic means you can't function in society? I don't think so. That said, the image of an Elf Mage carting around his orichalcum-engraved power-focus walking frame is rather funny.
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# ¿ Aug 25, 2013 13:39 |
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Nyaa posted:So does a log 1 'retarded' char that buy all log skill at 2 consider 'average'? Retarded average? So 3 — “professional” — means you are an average adult who has this whole living thing down pat. 1 / Beginner would then mean having the strength/intellectual ability/charisma of a 5-year old (and not the “awww, cute” kind of 5yo either, but rather the “moooooommmyyyy why can't I have ice-cream waaaaaah!” kind).
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# ¿ Aug 25, 2013 17:31 |
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Mystic Mongol posted:Attributes are not skills. Do you have a citation for this spurious scale, or are you just talking about the RPG you wish Shadowrun was? A page number, please, from the edition of your choice.
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# ¿ Aug 25, 2013 18:45 |
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Mystic Mongol posted:I did. The rules weren't talking about attributes and talked of a higher level of competence than you were. Again, read the post I quoted and the context it and my comment were written in.
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# ¿ Aug 25, 2013 19:27 |
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WarLocke posted:The wireless rules are just dumb and forced in there to fix the non-problem of giving deckers something to do while on a run (hint: they should be decking). I don't know. I'd chalk a lot of that up to crippling overspecialisation. If the decker has nothing to do on the run, maybe that's because they've created a character that can only do one thing, and that one thing is only needed part of the time. Solution: build the character so that it's useful at other times as well. Cyclomatic posted:So what is the player of the Decker character supposed to do during the hour long combat? For the second, the same thing they do while the face and the GM play the negotiation game, or the mage and the GM play the astral scouting minigame, or the the rigger and the GM play the mad getaway car chase minigame. If it's during the planning, you take the special character aside while the rest figure out how to make the GM's life miserable; if it's during the run, you deal with it by intercutting the action. Tippis fucked around with this message at 09:18 on Aug 26, 2013 |
# ¿ Aug 26, 2013 09:13 |
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Kai Tave posted:Shadowrun frequently rewards and encourages overspecialization, especially when it comes to things like hacking. Someone pages back actually said he felt SR5 was better in regards to hacking precisely because it had a higher buy-in and made it so people had to focus more on the hacking side of things if they wanted to be a hacker. There was a reason why, in the older editions, the best combat spell the mage could bring was a Mossberg CMDT. Why bother with the headache (and nosebleed) and fiddling with fetishes and foci and karma drain and spirit aid and on and on… of pumping out high-damage spells, when you can just shoot the guy? As an added bonus, it made you look like something other than a target for the “geek the mage first” rule. Same went for the decker. Yes, he required a bunch of ridiculously expensive equipment, but that was about it. Other than that, he already had a datajack so a smartgun link, an LMG and learning the covering/suppressing fire rules was all pretty much a rounding error compared to the rest, and it suddenly made him not-a-gimp-in-the-box. Sure, there were some class:ish rules back then too (such as trying to combine rigging and decking leading to massive penalties, or that astral awareness and decking were mutually exclusive abilities) but it was still entirely possible to design well-rounded, multi-purpose characters that never or only rarely were sidelined because “their thing” wasn't going on at the moment. Again, I don't know. Maybe it's just the fact that class-based systems make me break out in hives. A system that purports to be a non-class system, but then actually is one because of the build requirements are even worse.
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# ¿ Aug 26, 2013 10:00 |
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ProfessorCirno posted:The idea that "SHOOT IT UNTIL IT DIES" is the end all be all of combat may have worked in the 80's but it's almost criminally easy to look at how many games, books, movies, or TV shows do otherwise. "The hacker" is pretty much an archtype outside of Shadowrun these days. Precisely because so much stuff is connected to the web in modern times, there's a very easy buy in for most audiences to believe stuff that isn't actually wireless could still be wireless, and thus be hackable - especially in sci-fi settings. quote:I mean, ideally the GM is offering a lot of stuff for the decker to hack, or outright telling the decker to feel free and "make up" nearby stuff he can hack. THere was an example a dozen (or two or three) pages ago of someone who ran a decker who was doing poo poo like setting off car alarms or causing electrical disruptions and all kinds of stuff during the run or in combat to mess guys up. That's cool stuff! Maybe it's better to conceptualise this issue around the distinction of direct and indirect effects. The decker can't directly affect the orc merc squad across the alley because they're not stupid and and run their gear offline. He can still indirectly affect them through the myriad of environmental hazards discussed earlier. Likewise, the street sam can't directly affect the virtual environment, but he can still indirectly mess it up through the use of ewar or, hell, just cutting the power. So maybe the entire trick lies in the GM providing (and the players remembering) all those indirect options? So it's not really about deckers and having nothing to hack, but about having no direct means of attack, which is solved by having tons of indirect means instead. e: ^^^ Yes, the rules being a complete incoherent and often illogical mess is another issue, and if anything, it just increases the buy-in, only this time it's for the player rather than the character. Just as his character is “the guy who hacks stuff”, he himself becomes “the guy who has bothered to read the hacking rules”. The question is how to scale all that complexity back to a point where it's still useful and provides plenty of opportunity for fun stuff, without being overly abstracted (and, as mentioned, whether it's actually desirable from the decker player's perspective). Tippis fucked around with this message at 10:49 on Aug 26, 2013 |
# ¿ Aug 26, 2013 10:43 |
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Kai Tave posted:Frankly I think the conniptions people have over hackers hacking peoples' guns is ridiculous in a game where you could, for the same sort of buy-in, be a mage and melt peoples' poo poo with waves of sorcerous acid or mind-whammy them or maybe just summon a big gently caress-off spirit beforehand if you know you're going to be having a fight or any one of a dozen other crazy things you can just do without having to go through an argument over why someone would leave their gunlink's wi-fi on. Compare this to the universal and obvious answer magic can provide: “it's magic”. The only thing we have to draw on is fairy-tales where it's countered by more magic, a strong will, or maybe occasionally iron. I suppose Earthdawn somewhat got around this by adding in a bunch of restrictions on how and when magic could be used. Even magicians had to consider whether something was possible — did they have the right matrices and how corrupted was the area? quote:I think a better way to look at it rather than "direct and indirect" is "declarative and permissive." It's the problem with spellcasters and fighters in D&D...a fighter has to ask the GM "can I do this, can I do that?" and play 20 questions in order to find out whether he can do something, what it'll take him, what his penalties are, etc. Meanwhile the Wizard simply casts a spell and gets to do poo poo. Pit appears out of nowhere? Floor turns to mud? Suddenly tentacles appear everywhere? Sure, why not. Of course, from that perspective, decking becomes even worse: not only is it permissive, but you also have to pay similar penalties and costs to the ones that are supposed to keep the magician in check. Yes, once we've established that there is something you could hack, you now have to make it happen, waking up all kinds of security mechanisms in the process and getting slapped with black ice because you happened to roll an awful amount of 1:s. So, new question: what would happen — mechanically, logics-wise, and gameplay-wise — if some of those penalties were removed? Would it allow for more direct attacks (or at least direkt-like), or would it just make the rules more bearable, which would be a win in and of itself?
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# ¿ Aug 26, 2013 11:33 |
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Gort posted:Hacking a specific object on the fly should be no more difficult, rules-wise, than firing a bullet at them. What do you want to do, OK, roll your hacking, they roll their firewall, works or doesn't work. …but on the other hand, doing it the quick and dirty way should be just as obvious to the surrounding as rattling off half a belt of ammo or conjuring up huge fireballs. So maybe that's the solution: yes, you can just directly go after something, but it will brickwall every overwatch and alarm trigger in the vincinity and now they're coming for you very quickly (unless you stick around and meticulously and virtually clean the place up, which you won't have time to do). Kai Tave posted:And on the third hand, just how powerful are the designers judging things like "subvert someone's gun" to be when stacked up against "make someone dead" anyway? Maybe it's just the age old hatred against incapacitating attacks that has come to life in a slightly new form. Everyone can kind of live with their characters being blown up, but not being allowed to do something is immensely unsatisfying and frustrating.
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# ¿ Aug 27, 2013 13:47 |
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We just houseruled the hell out of the grenade damage rules to where they made sense to us. 1. Floors and ceilings are already included in the damage, so if anything, you just get a damage reduction if you encounter them outdoors or in exceptionally high-ceiling rooms. 2. The damaging bouncing is already counted as omni-directional and this, too, is included in the damage. So you only ever track one shock wave. 3. If the base damage code is physical, we're dealing with a shrapnel-based grenade unless we can think of a very good reason why it wouldn't be. If the damage code is high enough, the shrapnel just goes through and/or embeds itself in the walls — no bounce. This has followed us, with some minute adjustments, since SR2 and there has (unfortunately) been very little reason to change it.
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# ¿ Aug 28, 2013 09:28 |
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BenRGamer posted:Well, that's kind of the point. Nobody would hire just some random dude with a truck for black ops, would they? No, but they would hire him for a quick snatch'n'grab of the CEO's daughter (so the corp security is busy gunning down the schmucks while the other team sneaks into the facility to grab some really compromising material from the CEO's own computer). It's a fairly easy problem to solve: just play 2nd Ed.
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# ¿ Sep 13, 2013 00:44 |
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Mystic Mongol posted:Or we can play professional criminals in this professional crime RPG about the most elite mercenaries in the world. Yes, but what did a million N¥ buy you? One or two tricked-out cars and some drones for the rigger. A deck for the decker. A full set of wires for the street sam. It also left you low on skills and attributes and you couldn't be magically active and/or metahuman. code:
Cabbit posted:So.. wait, you want to play expendable shmucks that get in over their head and die? Gee, I can't imagine why those sort wouldn't have half a million nuyen worth of cybernetics or drones. It's no different than going from rescuing the farmer's daughter from goblins to rescuing the princess from a dragon. Except maybe that in SR, you are the goblins and the dragon, respectively. And no, I want to play a crime saga — from the first fumbling steps on the street to the blackops strike on the orbital delta growth labs. Hatchetman started out by getting in over his head, after all…
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# ¿ Sep 13, 2013 11:37 |
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H posted:What do you think would be a better tool for quickly stripping a dead NPC of cyberware: Mini-welder or Monofilament chainsaw? Per Sin City, a katana to make for more easily transported bits, and then probably some kind of fancy nanobot bath. Or just resurrect the older-edition version of Turn to Goo.
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# ¿ Sep 14, 2013 19:05 |
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H posted:The character concept I'm considering is a street doc (5 points in Biotech Group) who can spend 2-3 minutes after each fight scanning and stripping the most expensive pieces of cyberware off dead mooks. It's a total smash and grab surgery that shouldn't take too much time/logistics. My goal is to end each shadowrun with a bag of bloody cyber-parts that I can re-assemble later. Yeah… I'd say that unless you've been fighting fish on a Norwegian cyber-trawler, 2–3 minutes won't be enough. Maybe to lop of the relevant bits and bring them home for processing, but certainly not to strip the actual cyberware. CMS posted:Why a fancy nanobot bath instead of a steel drum full of beetles? Because unless it's very crude (read: cheap) purely mechanical implants or some similarly obsolete junk, they'll be attached to the nervous system and/or embedded in immunosuppressant casings, so you need something of the same calibre to detach them. Beetles will just eat the casing and wires and make a general mess of things, because it'll all be close enough to their regular fare.
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# ¿ Sep 14, 2013 20:09 |
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Cabbit posted:Seems like a good idea now, until you open the drum and are accosted by a swarm of beetles with wired reflexes. I take my answer back and yield to this one.
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# ¿ Sep 14, 2013 20:11 |
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Piell posted:Well presumably he's wearing clothes under that jacket so he could get armored clothes (which are almost impossible to spot as armored) under his leather jacket and get 2 more points of armor and look and feel exactly the same, so he should probably do that. Yes, but that makes him a sissy and no-one at the biker bar will buy him any beer.
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# ¿ Sep 24, 2013 21:10 |
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Piell posted:Because he's wearing clothes? Because he's wearing armour rather than a proper wife-beater.
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# ¿ Sep 24, 2013 21:12 |
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…in fact, that was the old lore explanation why having a Vehicle Control Rig installed mauled your matrix initiative and made you a useless decker: because it was directly hooked into motor system of the brain to intercept the signals that would normally go to your muscles and send them to the vehicle instead. Cyberdecks and matrix interactions, on the other hand, specifically suppressed those signals so that matrix interactions became a purely cognitive matter.
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# ¿ Oct 1, 2013 21:45 |
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Laphroaig posted:Haha. Making your car horn play "La Cucaracha" gets you an overwatch score.
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# ¿ Oct 2, 2013 18:33 |
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I don't think it ever changed (or was at all described) in later editions, but ye olde Seattle Sourcebook rather described Snohomish as a neo-rural community with lots of greenery and pastures and the like. Just raise your goats there, and do it with (high life)style.
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# ¿ Nov 27, 2013 21:49 |
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Doc Dee posted:How much essence would a skilljack, skillwire, smartlink, and heavy weapons mount eat up? I guess an armed goat could stand to "suffer" from cyberpsychosis Having been around goats, I would strongly suggest a remote-triggered cranial bomb as well, for when (not if) things go wrong.
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# ¿ Nov 28, 2013 00:27 |
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Doc Dee posted:I dunno, I kinda like the bahari. What could be so bad about a carnivorous manatee that can shapeshift into a metahuman form?? It's owlbears all over again.
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# ¿ Nov 29, 2013 00:20 |
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Kai Tave posted:Yeah, back in 2E there was no such thing as Physads who could use their innate powers to be better hackers or socialites or whatever. If you played an adept then you were some sort of punchyman or athletic dude. Yes, at chargen, the 6 magic points of an adept bought less than 5.9 essence for a cybermonster, but add in a few levels of initiation and suddenly you had something that not even deltaware could touch. Maybe you could sacrifice 1 essence/magic to slap in a datajack, a smartlink, and some similar “essentials”, but that was really all that was needed. Physads could also get decent initiation rebates since many geasa were less crippling for them than they would be for a full magician. And then there was the ability to bind and use foci of various kinds and even some forms of meta-magic… It was a long-haul concept that could evolve into something that Marvel would look at an deem a bit over the top, but right out of the gate, they could definitely be a bit underwhelming. They were still punchymen, but they could push that niche farther than any other build could go. Of course, in 2E (and 1E too, iirc) the really important part was that the melee rules created an interesting bypass for the initiative rules. Firearms characters pretty much always needed initiative boosting to stand a chance; melee characters much less so. All you needed was a high skill, and it took care of everything. In the older editions, all melee tests were opposed test, and the loser took damage — everything was aikido… somehow. This meant that the old martial-arts master would make mince-meat out of the chipped up samurai, because when the latter came rolling in with their 4 complex actions per turn and used those actions to punch the old man, he'd win all those opposed test and do damage to the cyber guys. The faster they attacked, the quicker they died. Now add in the ridiculously high (at the time) melee dice pools that a physad could obtain, and the fact that they could often save power points by not going for reaction enhancement, and they would get downright scary in close quarters. That mainly left the universal problems of getting into close quarters in a firearms world to begin with… Tippis fucked around with this message at 17:31 on Dec 2, 2013 |
# ¿ Dec 2, 2013 17:15 |
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Kai Tave posted:Yeah, Initiation could give you theoretically unlimited extra power points, but As for the karma cost, wasn't basically the standard split back then? You went the N¥ route or the karma route, but whichever you picked, “costs a boatload” would be the correct way to describe it. quote:Also just to add insult to injury the first level of Initiation actually didn't add anything to your magic rating at all. quote:It's not that it was impossibly onerous to do or anything but you were still sort of playing catch-up, especially depending on which powers you bought at the outset. The equivalent of a street sam's Wired 2 could cost you all of your 6 power points at chargen compared to 3 essence (without geasa, of course, but looking through the sourcebook that introduced Initiation I can't actually see anything about voluntarily accepting geasa to reduce power point costs, maybe that came in a later book) and in 2E initiative was even more important since multiple action passes happened all at once rather than "everyone goes, then everyone with a second pass goes, etc." Also, the costly part in trying to replicated wire reflexes with physad power was the reaction increase, which mattered less than the dice and those were only slightly more expensive, points-wise…
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# ¿ Dec 3, 2013 00:50 |
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Zereth posted:We were talking about 2e, where I believe this was not the case, you just moved X per action you spent moving. So being wired to the gills meant you could move much, much faster. That depended on the kind of movement you were going for and on a technicality in the wording, and it wasn't nearly as bad as it is often portrayed. The key sentence that everyone missed was that “characters with multiple actions may run only in one of those combat phases”. The wording (and a pretty silly GM that allows walking to be faster than running) would conceivably allow for multiple walk actions in a turn, but even then, you would have had to roll an initiative of 31+ to get more walk actions than the standard running multiplier… except that a running character could get a running test to increase their effective quickness. Even using the walk-movement exploit, being wired (as in reflexes) to the gills only added a maximum of 24 above base on your initiative roll if you rolled all sixes, so getting 31+ to get a fourth opportunity to walk was rare in and of itself, and again, someone rolling a decent amount of successes on a running test would keep up.
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# ¿ Dec 4, 2013 16:28 |
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Well, hey, at least in the olden days, it was (very) marginally useful for shooting civilians and the occasional paracritter… having essentially two extra successes when ye olde target numbers started creeping up into double digits was handy at times.
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# ¿ Dec 4, 2013 18:25 |
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Zereth posted:I don't see what's preventing you from using non-run movement options on your other actions? The GM who sensibly says that no, walking is not faster than running.
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# ¿ Dec 4, 2013 18:49 |
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Gort posted:By Shadowrun canon, are wired characters supposed to run faster than normals? I swear I read some fiction way back in 2e or so where some guy goes on a super-fast run when he activates his wires. It happened a lot in the books, yes, because that was probably the least read sentence in the entire rule book and because it just sounded cool in fiction even though it was mechanically bonkers and dubious. But then we got raptor legs and move-by-wire systems and various other athletics and movement ware so it didn't really matter any more…
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# ¿ Dec 4, 2013 19:05 |
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Doc Dee posted:Is it not okay to be in the gray area between Mirrorshades and Pink Mohawk? I suppose there could be rose-coloured mirrorshades, where you dream back to previous editions and remember them as much better and cooler than they actually were…
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# ¿ Dec 5, 2013 03:41 |
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Deviant posted:Where does "NO BATMAN VILLAINS." fall along the pink-mirrorshades spectrum? I'd say that it is only barely outside of the deep pink zone. There's still enough variation and leeway in the silliness available for them to not be all-mirriorshades. I mean, the classic SR opponent isn't even necessarily a villain, and the mirrorshade spectrum just means they'll sit safely in their CEO and high political offices and scheme, without the characters ever being able to touch them until every piece of the puzzle is in place. “No batman villain” still leaves the full spectrum of, say, Bond villains, which can be… ehm… pretty outrageous and silly too. I'd say that many of the canonical badguys fit well into that kind of categorisations, even edging towards Batman territory since they're backed by magic and various paranormal phenomena. Beyond that, they just need a fuckton of henchmen and an underground lair… and which A+ corp doesn't have access to that?
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# ¿ Dec 5, 2013 17:16 |
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# ¿ May 22, 2024 13:58 |
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Deviant posted:I should have been more clear. "No Batman Villains!" is an actual quote spoken by multiple members of the group just prior to comedy-murdering someone. Ah… were the talking about themselves or the victim?
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# ¿ Dec 5, 2013 17:22 |